Delete Scene Asset ๐
Removing a Location Without Wrecking Your Graph
- name
- status
Delete Scene Asset ๐ is one of the pack's retired per-kind nodes: it exists so workflows made before the 2026-10-11 merge still load and run, and it lives in the hidden category, which is why searching the node menu for it turns up nothing. If you found one in an old graph, it works. If you're building something new, use Delete Asset ๐ with kind set to scene instead - same code, visible in the menu, and it won't be removed in a future cleanup.
What a "scene" is here
A scene is a character minus the voice: one picture plus one authored English description of the place - the space, what stands where, the lighting, the atmosphere. No audio, no timbre line. So deleting one removes scenes/<name>/ - scene.json and its image folder - and nothing else.
The description matters more than it sounds. In the H3 loop pipeline a scene slot anchors the environment in the prompt rather than occupying a <Subject N> reference, which means the description is doing real work in every clip that uses it. Delete the scene and you lose that text, not just a PNG. If you might want it back, copy the folder out first - the ๐ button on any Load or Save node opens the library in your file manager.
The two-click confirmation
Same mechanism as the character node, and same reason. confirm_token is a hidden string the node's own button writes. Click ๐ ๅ ้ค ยท Delete to arm (it auto-disarms after five seconds), click ๐ ็กฎ่ฎคๅ ้ค๏ผ ยท Confirm? to confirm - that second click stamps the token with unix time and queues the graph. Execution accepts only a stamp younger than 600 seconds, so a queue run started any other way (Ctrl+Enter, the Queue button, an old saved workflow) raises an error and deletes nothing.
That's the design, not a bug. The only path to a deletion is a deliberate click on the node you're looking at.
Inputs and outputs
name is a dropdown listing existing scenes only, which is a small mercy: a character and a scene can share a display name in different halves of the library, and this node can only ever reach the scene side. library_dir is vestigial - execution ignores it and uses the machine's fixed library root (the plugin's asset_library/ folder, or $MIE_ASSET_LIBRARY when set). confirm_token is the button stamp.
The outputs are name and status (both STRING). Read the status after a run - it names the directory deleted and counts the files, which is the quickest sanity check that you removed the thing you meant to.
Install
cd ComfyUI/custom_nodes
git clone https://github.com/MieMieeeee/ComfyUI-MieNodes
pip install -r ComfyUI-MieNodes/requirements.txt
Or ComfyUI Manager, searching ComfyUI_MieNodes. Nothing to download beyond the pack itself - the library is plain files, no model weights involved. Restart ComfyUI after cloning so the hidden node registers.
Things that go wrong
scene delete needs a FRESH on-node confirmation means the token wasn't fresh: either you queued without the two-click dance, or you loaded a workflow saved with an old stamp. The fix is the button, always.
If the name dropdown only shows a placeholder, there are no scenes in the library - check that before deciding the node is broken. And if you delete a scene that your loop plan references, expect the next run to fail on the slot that pointed at it. Renumbering silently would shift every <Picture N> after it, so the pack chooses to stop instead.
Inputs (3)
| Name | Type | Default | Description |
|---|---|---|---|
| library_dir | STRING | โ | |
| name | COMBO | ๏ผไธๆ้ๆฉ่ตไบง๏ผ | ่ฆๅ ้ค็่ตไบง๏ผไธๆๅชๅๆ้็ฑปๅ้ๅทฒๆ็่ตไบงใๅ ้คๅ้ๅจ่็นไธไธคๅป็กฎ่ฎค๏ผ็ฌฌไบๅปๆ้ๆง่ก๏ผใ Asset to delete: lists existing assets of the chosen kind only. Deletion requires the node's two-click confirm (the second click queues it). |
| confirm_token | STRING | โ |
Outputs (2)
| Name | Type | Description |
|---|---|---|
| name | STRING | โ |
| status | STRING | โ |